コード例 #1
0
    static void ReplaceInternalAssetsWithCleanup()
    {
        var res = EditorUtility.DisplayDialog("Warning", "Are you sure you realy want to do that ? ", "OK", "Cancle");

        if (!res)
        {
            return;
        }
        var internalAssetsExportPath = "InternalAssets";

        if (Directory.Exists(Application.dataPath + "/" + internalAssetsExportPath))
        {
            Directory.Delete(Application.dataPath + "/" + internalAssetsExportPath, true);
        }
        Directory.CreateDirectory(Application.dataPath + "/" + internalAssetsExportPath);
        // copy build in shader to target folder
        var subpath = Application.dataPath.Substring(0, Application.dataPath.IndexOf("Assets")) + internalAssetsExportPath;

        CopyFileOrDirectory(subpath + "/", Application.dataPath + "/" + internalAssetsExportPath + "/");

        // refresh and reload
        Refresh();

        // export default material to datapath
        InternalAssetsExportTool ExportTool = new InternalAssetsExportTool();

        ExportTool.ExportInternalAsset("InternalAssets");

        Refresh();

        ReplaceInternalAssetTool tool = new ReplaceInternalAssetTool();

        // replace default mat to use
        tool.ReplaceInternalAssetToBuildInAsset("InternalAssets", "InternalAssets", "");

        Refresh();

        tool = new ReplaceInternalAssetTool();
        // replace other asset to use replaced assets
        tool.ReplaceInternalAssetToBuildInAsset("Data", "InternalAssets", "");

        Refresh();
    }
コード例 #2
0
    static void UnpackInternalAssets()
    {
        var res = EditorUtility.DisplayDialog("Warning", "Are you sure you realy want to do that ? ", "OK", "Cancle");

        if (!res)
        {
            return;
        }
        InternalAssetsExportTool tool = new InternalAssetsExportTool();

        tool.ExportInternalAsset("InternalAssets");
        //AssetInfo info = new AssetInfo("E:\\Project\\unityProjcet\\ABPacker\\Assets\\Art\\tmp 1.mat");
        //var assets = EditorUtility.CollectDependencies(new Object[] { AssetDatabase.LoadMainAssetAtPath(info.GetRelativePath()) });
        //foreach (var asset in assets)
        //{
        //    Debug.Log(AssetDatabase.GetAssetPath(asset) + '/' + asset.name);
        //}
        //var deps = AssetDatabase.GetDependencies(info.GetRelativePath());
        //foreach (var asset in deps)
        //{
        //    Debug.Log(asset);
        //}
    }